using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace FuseTester
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        /// <summary>
        /// start options highscore quit
        /// </summary>

        int currentScreen = MyConstants.ITitleScreen; // default 0 is titlescreen
        int oldScreen = MyConstants.ITitleScreen;

        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        TitleScreen titleScreen;
        CreationScreen creationScreen;
        

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // load title screen            
            titleScreen = new TitleScreen(graphics);
            titleScreen.Initialize();

            //load creationscreen
            creationScreen = new CreationScreen(graphics);
            creationScreen.Initialize();


            base.Initialize();            
        }

        //calls the initialize method for the screen that is currently active
        private void InitializeScreens()
        {
            //Not implemented yet
        }


        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(graphics.GraphicsDevice);

            titleScreen.LoadContent(this.Content);
            creationScreen.LoadContent(this.Content);

            /*
            //load current Screen
            if (currentScreen == MyConstants.ITitleScreen)
            {
                titleScreen.LoadContent(this.Content);
            }
            else if (currentScreen == MyConstants.ICreationScreen)
            {
                creationScreen.LoadContent(this.Content);
            }
            */
            
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            //update screens
            if (currentScreen == MyConstants.ITitleScreen)
            {
                titleScreen.Update(gameTime);
                UpdateScreenSelection(titleScreen.ScreenSelection);
            }
            else if (currentScreen == MyConstants.ICreationScreen)
            {
                creationScreen.Update(gameTime);
                UpdateScreenSelection(creationScreen.ScreenSelection);
            }



            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();

            //draw title screen
            //titleScreen.Draw();

            //draw current screen
            if (currentScreen == MyConstants.ITitleScreen)
            {
                titleScreen.Draw();
            }
            else if (currentScreen == MyConstants.ICreationScreen)
            {
                creationScreen.Draw();
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }

        // checks for screen change request and handles it
        private void UpdateScreenSelection(int screenNumberReturned)
        {
            // if the screen number requested is different than the current screen number
            if (screenNumberReturned != currentScreen)
            {
                currentScreen = screenNumberReturned;
            }
        }
    }
}
